Documentation

Objects, shapes & transforms

Objects are the things that appear in your scene. Add them, then move, rotate and scale them into place.

Adding objects with the Add menu

Click Add in the top bar (or right-click the viewport or the Scene Hierarchy) to open the Add menu:

  • 3D - built-in shapes: Cube, Sphere, Cylinder, Cone, Plane, Torus.
  • 2D - flat shapes: Rectangle, Circle, Triangle.
  • Object from asset - place an image, video, sound or model you have imported.
The Add menu, available from the top bar and by right-clicking.

New objects appear at the centre of the scene and are selected automatically, ready to position. Built-in shapes get a default colour - change it in the Inspector.

Moving, rotating and scaling

Select an object, then pick a tool from the top-left of the viewport and drag the on-screen handles (the gizmo):

  • Move - drag the arrows to slide it along an axis.
  • Rotate - drag the rings to turn it.
  • Scale - drag the handles to resize it.

You can also type exact numbers into the Inspector on the right.

The Inspector

The Inspector shows everything about the selected object, from the top down:

  • Name - the friendly name you'll see when wiring up logic.
  • Visible at start (directly under the Name) - untick to keep an object hidden until a Show Object action reveals it.
  • Collisions - tick to let the object trigger an On Collision event when it touches another collidable object. (World objects only.)
  • Its Position, Rotation and Scale.
  • For a shape: a colour picker.
  • For a video: an autoplay toggle. For audio: a loop toggle.
  • For a model: per-slot material assignments.

Move origin (the pivot point)

Every object turns and scales around its origin (its pivot). Sometimes you want that point somewhere else - for example, a door that should swing from its hinge, not its centre.

  1. Select the object.
  2. Tick Move origin above the viewport. A live readout shows the origin's coordinates.
  3. Drag the pivot to the spot you want. The object stays exactly where it is - only the pivot moves, so from now on it rotates and scales around the new point.

Tip

You can also type the origin numerically in the Inspector, or Reset it back to the object's centre.

The Scene Hierarchy

The Scene Hierarchy (top-left) lists every object in the current scene. Here you can:

  • Click a row to select it (kept in sync with the viewport and Inspector).
  • Toggle the eye to hide an object in the editor only - handy for decluttering while you build. This never affects the published experience.
  • Organise objects into groups (create a group, then drag rows into it, or right-click → Move to group). Groups are for tidiness only.
  • Right-click a row to Focus, Rename, Duplicate, toggle visibility, or Delete.

Note

Duplicate (or copy/paste) makes an independent copy - change one without affecting the other.

The UI Overlay: on-screen buttons and labels

Most objects sit in the AR scene, anchored to your target image. The UI Overlay is different: it holds flat elements that stay fixed on the phone screen, like a heads-up display - a score label in a corner, a title along the top, or a “Next” button at the bottom. They don't move as the phone moves.

UI Overlay elements stay fixed on the phone screen, over the AR view.

At the top of the Scene Hierarchy is an AR Scene / UI Overlay toggle. Switch to UI Overlay and the editor dims the scene and shows a phone-shaped frame; anything you Add now - Text, images, videos or 2D shapes - becomes an on-screen element you can drag into place on that frame.

  • Position each element with its Layout settings in the Inspector: Anchor (which corner it sticks to), Offset, size and opacity.
  • A Text element can show a variable live - great for a score that updates as you play.
  • Overlay elements are tappable: give one an On Tap node to make a real on-screen button.

Tip

Use the UI Overlay for anything that should always be readable - a score, instructions, or menu buttons - and keep the AR scene for content that belongs on the target image.